veloren/common/src/comp/states/roll.rs

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use crate::comp::{
ActionState::*, DodgeKind::*, EcsStateData, ItemKind::Tool, StateHandler, StateUpdate, ToolData,
};
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use crate::util::state_utils::*;
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use std::time::Duration;
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use vek::Vec3;
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const ROLL_SPEED: f32 = 17.0;
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#[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct RollState {
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/// How long the state has until exitting
remaining_duration: Duration,
}
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impl StateHandler for RollState {
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fn new(ecs_data: &EcsStateData) -> Self {
let tool_data =
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if let Some(Tool(data)) = ecs_data.stats.equipment.main.as_ref().map(|i| i.kind) {
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data
} else {
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ToolData::default()
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};
Self {
remaining_duration: tool_data.attack_duration(),
}
}
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fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate {
let mut update = StateUpdate {
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character: *ecs_data.character,
pos: *ecs_data.pos,
vel: *ecs_data.vel,
ori: *ecs_data.ori,
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};
// Update velocity
update.vel.0 = Vec3::new(0.0, 0.0, update.vel.0.z)
+ (update.vel.0 * Vec3::new(1.0, 1.0, 0.0)
+ 1.5
* ecs_data
.inputs
.move_dir
.try_normalized()
.unwrap_or_default())
.try_normalized()
.unwrap_or_default()
* ROLL_SPEED;
// Check if roll duration has expired
if self.remaining_duration == Duration::default() {
// If so, go back to wielding or idling
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update.character.action_state = attempt_wield(ecs_data.stats);
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return update;
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}
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// Otherwise, tick down remaining_duration
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update.character.action_state = Dodge(Roll(Some(RollState {
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remaining_duration: self
.remaining_duration
.checked_sub(Duration::from_secs_f32(ecs_data.dt.0))
.unwrap_or_default(),
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})));
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// Keep rolling
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return update;
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}
}